- preparations for passing palette lookup textures through the low level texture code.

This commit is contained in:
Christoph Oelckers 2020-06-15 17:37:58 +02:00
parent b907791558
commit b753ea5db7
8 changed files with 104 additions and 79 deletions

View file

@ -91,7 +91,7 @@ class FGameTexture
SpritePositioningInfo* spi = nullptr;
ISoftwareTexture* SoftwareTexture = nullptr;
FMaterial* Material[4] = { };
FMaterial* Material[5] = { };
// Material properties
FVector2 detailScale = { 1.f, 1.f };

View file

@ -29,6 +29,13 @@
#include "c_cvars.h"
#include "v_video.h"
static IHardwareTexture* (*layercallback)(int layer, int translation);
void FMaterial::SetLayerCallback(IHardwareTexture* (*cb)(int layer, int translation))
{
layercallback = cb;
}
//===========================================================================
//
// Constructor
@ -42,8 +49,9 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
auto imgtex = tx->GetTexture();
mTextureLayers.Push({ imgtex, scaleflags, -1 });
if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
if ((tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0) || (scaleflags & CTF_Indexed))
{
mTextureLayers[0].scaleFlags |= CTF_Indexed;
mShaderIndex = SHADER_Paletted;
}
else if (tx->isHardwareCanvas())
@ -57,74 +65,74 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
}
else
{
if (tx->isWarped())
if (tx->isWarped())
{
mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
}
// Note that the material takes no ownership of the texture!
else if (tx->Normal.get() && tx->Specular.get())
{
for (auto& texture : { tx->Normal.get(), tx->Specular.get() })
{
mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
mTextureLayers.Push({ texture, 0, -1 });
}
// Note that the material takes no ownership of the texture!
else if (tx->Normal.get() && tx->Specular.get())
mShaderIndex = SHADER_Specular;
}
else if (tx->Normal.get() && tx->Metallic.get() && tx->Roughness.get() && tx->AmbientOcclusion.get())
{
for (auto& texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
{
for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
{
mTextureLayers.Push({ texture, 0, -1 });
}
mShaderIndex = SHADER_Specular;
}
else if (tx->Normal.get() && tx->Metallic.get() && tx->Roughness.get() && tx->AmbientOcclusion.get())
{
for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
{
mTextureLayers.Push({ texture, 0, -1 });
}
mShaderIndex = SHADER_PBR;
mTextureLayers.Push({ texture, 0, -1 });
}
mShaderIndex = SHADER_PBR;
}
// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
tx->CreateDefaultBrightmap();
auto placeholder = TexMan.GameByIndex(1);
if (tx->Brightmap.get())
{
mTextureLayers.Push({ tx->Brightmap.get(), scaleflags, -1 });
mLayerFlags |= TEXF_Brightmap;
}
else
{
mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
}
if (tx->Detailmap.get())
{
mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE });
mLayerFlags |= TEXF_Detailmap;
}
else
{
mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
}
if (tx->Glowmap.get())
{
mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 });
mLayerFlags |= TEXF_Glowmap;
}
else
{
mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
}
// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
tx->CreateDefaultBrightmap();
auto placeholder = TexMan.GameByIndex(1);
if (tx->Brightmap.get())
{
mTextureLayers.Push({ tx->Brightmap.get(), scaleflags, -1 });
mLayerFlags |= TEXF_Brightmap;
}
else
{
mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
}
if (tx->Detailmap.get())
{
mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE });
mLayerFlags |= TEXF_Detailmap;
}
else
{
mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
}
if (tx->Glowmap.get())
{
mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 });
mLayerFlags |= TEXF_Glowmap;
}
else
{
mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
}
auto index = tx->GetShaderIndex();
if (index >= FIRST_USER_SHADER)
auto index = tx->GetShaderIndex();
if (index >= FIRST_USER_SHADER)
{
const UserShaderDesc& usershader = usershaders[index - FIRST_USER_SHADER];
if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
{
const UserShaderDesc &usershader = usershaders[index - FIRST_USER_SHADER];
if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
for (auto& texture : tx->CustomShaderTextures)
{
for (auto &texture : tx->CustomShaderTextures)
{
if (texture == nullptr) continue;
mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
}
mShaderIndex = index;
if (texture == nullptr) continue;
mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
}
mShaderIndex = index;
}
}
}
mScaleFlags = scaleflags;
mTextureLayers.ShrinkToFit();
@ -149,12 +157,25 @@ FMaterial::~FMaterial()
//
//===========================================================================
IHardwareTexture *FMaterial::GetLayer(int i, int translation, MaterialLayerInfo **pLayer) const
IHardwareTexture* FMaterial::GetLayer(int i, int translation, MaterialLayerInfo** pLayer) const
{
auto &layer = mTextureLayers[i];
if (pLayer) *pLayer = &layer;
if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
if (mShaderIndex == SHADER_Paletted && i > 0 && layercallback)
{
static MaterialLayerInfo deflayer = { nullptr, 0, CLAMP_XY };
if (i == 1 || i == 2)
{
if (pLayer) *pLayer = &deflayer;
//This must be done with a user supplied callback because we cannot set up the rules for palette data selection here
return layercallback(i, translation);
}
}
else
{
auto& layer = mTextureLayers[i];
if (pLayer) *pLayer = &layer;
if (mShaderIndex == SHADER_Paletted) translation = -1;
if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
}
return nullptr;
}
@ -169,6 +190,7 @@ FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, int scaleflags, bool
{
if (gtex && gtex->isValid())
{
if (scaleflags & CTF_Indexed) scaleflags = CTF_Indexed;
if (!gtex->expandSprites()) scaleflags &= ~CTF_Expand;
FMaterial *hwtex = gtex->Material[scaleflags];

View file

@ -30,6 +30,8 @@ class FMaterial
int mScaleFlags;
public:
static void SetLayerCallback(IHardwareTexture* (*layercallback)(int layer, int translation));
FGameTexture *sourcetex; // the owning texture.
FMaterial(FGameTexture *tex, int scaleflags);

View file

@ -12,9 +12,9 @@ enum ECreateTexBufferFlags
CTF_Expand = 1, // create buffer with a one-pixel wide border
CTF_Upscale = 2, // Upscale the texture
CTF_CreateMask = 3, // Flags that are relevant for hardware texture creation.
CTF_ProcessData = 4, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
CTF_CheckOnly = 8, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
CTF_Indexed = 16 // Tell the backend to create an indexed texture.
CTF_Indexed = 4, // Tell the backend to create an indexed texture.
CTF_ProcessData = 8, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
CTF_CheckOnly = 16, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
};
class FHardwareTextureContainer

View file

@ -527,17 +527,15 @@ outl:
IHardwareTexture* FTexture::GetHardwareTexture(int translation, int scaleflags)
{
//if (UseType != ETextureType::Null)
int indexed = scaleflags & CTF_Indexed;
if (indexed) translation = -1;
IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
if (hwtex == nullptr)
{
IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
if (hwtex == nullptr)
{
hwtex = screen->CreateHardwareTexture(4);
SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
hwtex = screen->CreateHardwareTexture(indexed? 1 : 4);
SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
}
return hwtex;
}
return nullptr;
return hwtex;
}

View file

@ -393,7 +393,6 @@ static void G_SetupCamTile(int spriteNum, int tileNum, int smoothRatio)
screen->RenderTextureView(canvas, [=](IntRect& rect)
{
// Beware! Apparently this is allowed to render to the camera itself. Breakage is basically guarenteed...
if (VM_OnEventWithReturn(EVENT_DISPLAYROOMSCAMERATILE, spriteNum, screenpeek, 0) != 1)
{
yax_preparedrawrooms();

View file

@ -78,7 +78,8 @@ bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int sa
SetBasepalTint(texpick.basepalTint);
auto &mat = renderState.mMaterial;
mat.mMaterial = FMaterial::ValidateTexture(tex, 0); // todo allow scaling
int flags = hw_useindexedcolortextures ? CTF_Indexed : 0;
mat.mMaterial = FMaterial::ValidateTexture(tex, flags); // todo allow scaling
mat.mClampMode = sampler;
mat.mTranslation = texpick.translation;
mat.mOverrideShader = 0;

View file

@ -1577,7 +1577,10 @@ OptionValue GPUSwitch
OptionMenu VideoModeMenu //protected
{
Title "$VIDMNU_TITLE"
// does not work yet.
//Option "$VIDMNU_PREFERBACKEND", "vid_preferbackend", "PreferBackend"
//StaticText " "
Option "$VIDMNU_FULLSCREEN", "vid_fullscreen", "YesNo"
IfOption(Mac)